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Messages - josh.coyne

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Hi luna.duclos,

Once the substance is generated, it's just rendered as a texture in the unreal renderer. If you plan to use the inputs to modify the texture at runtime, it will require a re-generation step. Doing this on a few textures isn't a problem, but scaling up to thousands or more may take a long time on a mid-spec machine. I would recommend taking some substances that represent your test case and benchmark them. We don't have any bench marking built into the UE4 plugin but enough code is exposed that adding it is trivial for a programmer.

The Plugin should not have any side effects to UE4 tesselation.

As for platform support, our long term goal is to support all the platforms UE4 does. Expect iOS and Android to come next.

Hi Skycastle, Please verify the Substance folder is inside the Plugins folder in your project, like the attached image. I know it's windows but the same structure applies for Mac:

I think I have to wait... untill a nice guy post a video tutorial how to setup & use this plugin... :)

The video would just be extracting the zip file into your UE4 project folder, so the install video would be very short :)

as for using it, the twich stream is live on youtube here, showing how you can get started with the plugin:

Unreal Editor doesn't let me add that source code, as i haven't got Visual Studio installed. Otherwise i get those error messages about the plugin not compiling properly... :(

Until UE4 supports plugins with blueprint only projects, you will need Visual Studio 2013 Express in order to package builds. You don't need Visual Studio for just the editor though.

Substance Integrations - UE4 - Re: Ue4 Rgba outputs
 on: September 01, 2014, 07:30:59 pm 
You could do that but you will need to write your own unreal shader to unpack the channels.

Any changelog?

This was just a recompile so the editor binaries work with 4.4.1 without requiring visual studio .


I just updated the plugin. With 4.4.1 alpha channels don't work anymore in UE4 for me. Luckily I still have the old Plugin in an old project, where the alpha channel still works (in my case the Diffuse Alpha Channel)

We will look into this with 4.4.1 and keep you posted

At the moment the unreal plugin uses the CPU sse2 engine. This does all 8bit calculations only. I recommend for now setting sse2 engine in designer so you have 1:1 parity with your final substance in ue4

Substance Integrations - UE4 - Re: Instancing Explanation
 on: September 01, 2014, 07:25:51 pm 
Each instance corresponds to a give set of parameters, so you could have one substance loaded but two instances with wildly varying inputs. You can then have as many unreal materials mapped as you want ; but usually you would only have one unreal material per substance instance

Substance Integrations - UE4 - Re: [Bug] Engine Crash
 on: September 01, 2014, 07:23:29 pm 
Thanks for letting us know! We will look into this :)


This version is binary compatible with Unreal Engine 4.4.1.



I will take a look at this. Are you running 4.4.0 or 4.4.1?

If the project does not have any C++ source, you need to add some. This isn't terribly difficult though. Load the marketplace project , Add a dummy class as outlined here:

And then bring over the Substance plugin (in the plugins folder) to the new project. From there it should both work in editor and packaged builds.

Oh no problem:

You need a github account and access to the Epic repository also.


did you extract the zip file into your unreal project folder, or the UE4 engine folder? We recommend extracting to your unreal project folder otherwise the Unreal Launcher may delete the plugin during one of it's verify steps.

Also does your unreal project have any C++ source code or is it all blueprint? For now the Unreal Engine requires C++ source in order to compile plugins for packaged builds. You don't need anything special, just follow the instructions here:

Then try to package the build.

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